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A_LookEx with LOF_NOJUMP flag jumps to See state regardless?
Posted: Sun Jun 23, 2019 9:41 am
by Cherno
Did anyone recently used A_LookEx with the LOF_NOJUMP flag successfully? Apparently, the flag is ignored and it always jumps to the monster's See state (no matter which State you provide, even "null").
Code: Select all
Spawn:
BATH BBCCDDEEDDCCBB 1
{
A_LookEx(LOF_NOJUMP, 0, 0, 0, 180, "See");
}
Loop;
See:
TNT1 A 0
{
A_Log("Chase");
}
BATH B 1 A_Chase;
Loop;
Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl
Posted: Sun Jun 23, 2019 5:08 pm
by Blue Shadow
You might want to provide a runnable example which produces the problem, because in my tests the flag works fine.
Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl
Posted: Fri Jul 12, 2019 3:17 pm
by Cherno
Ok, after some further testing it seems like the jump to a specified state ("See" by default) is indeed averted, but I still think there is buggy behavior seeing as the alert sound is played as if the monster was alerted.
Code: Select all
class ZombiemanTest : Zombieman replaces Zombieman
{
States
{
Spawn:
POSS AB 10
{
A_LookEx(LOF_NOJUMP,0,0,0,0,"See");//monster doesn't jump to the See state, but plays alert sound constantly.
}
Loop;
}
}
I assume that the workaround is clear the default alertsound and play one manually via PlaySound() when the monster becomes alerted.
Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl
Posted: Fri Jul 12, 2019 11:27 pm
by Blue Shadow
Yeah, I noticed the SeeSound thing during my testing. I think you might want to create a new bug report for that, since it and the bug report in the OP are about two different things.
Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl
Posted: Sat Jul 13, 2019 2:57 am
by _mental_
So, what doesn't work here exactly? State switch can be avoided with LOF_NOJUMP flag. See sound can be disabled with LOF_NOSEESOUND flag.
Re: A_LookEx with LOF_NOJUMP flag jumps to See state regardl
Posted: Sat Jul 13, 2019 3:27 am
by Graf Zahl
Looks all correct to me.